#include "DXUT.h"

#ifndef HELPER_H
#define HELPER_H

#include "DXUTmisc.h"
#include "DXUTCamera.h"
#include "SDKmisc.h"

struct D3DXFRUSTUM
{
	D3DXPLANE frustum[6];
};

D3DXFRUSTUM buildViewFrustum(CBaseCamera * cam);
bool AABBInFrustum(const D3DXVECTOR3 min, const D3DXVECTOR3 max, const D3DXFRUSTUM frustum);
//--------------------------------------------------------------------------------------
// Helper function to compile an hlsl shader from file, 
// its binary compiled code is returned
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut );

bool exists(LPWSTR filePath);

#endif